Tremulous Forum
General => Feedback => Topic started by: Chrysops on August 02, 2007, 03:13:57 am
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What I had in mind was a dialogue like this :
Are you sure you want to deconstruct the overmind? Your team will not be able to evolve etc. etc. until a new Overmind is built.
Yes, Deconstruct.
No, I decided to live.
It would prevent accidental decons when button mashing. It might also dissuade some deconners who are just not very bright.
But maybe you could get rid of some of the other dialogues to combat dialogue glut.
I think it is more fun when the aliens have the upper hand so I hope 1.2 isn't too balanced. . . Tyrant should have lobster claws to pinch off people's heads, scorpion tail, and fireballs at S4!!! :advmarauder:
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sage sage sage
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sage sage sage
omg i lol'ed so hard. you trying to keep the forums clean? now i've seen everything.
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im not trying to keep it clean, silly, but im glad i could be of service to you
:D
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@OP
You really must suck at hand-to-keyboard|mouse-coordination if you need such a patch to keep from "accidental" decon.
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I moved decon to the 'R' key, and reload to the 'E' key. Keeps that dangerous button away from my WASD. It also makes reloading easier.
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they just need to make another way to decon something so it can't happen by accident like nading ur base -_-
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Nothing can be made idiot-prove ...
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well they already made !denybuild and !designate
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mark deconstruct
nuff said
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mark deconstruct
nuff said
But that doesn't prevent a griefer from marking it, and building it half-way around the map from the humans' base.
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Nothing can be made idiot-prove ...
proof
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mark deconstruct
nuff said
And it gets annoying when you're not a deconner.
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actually, its much better when youre not a deconner, unless of course youre on one of the shitty servers that dont have the hp bar of the structure toggle when you turn mark deconstruct on and off
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But it gets kind of annoying if you want to say move a turret 1/2 of a foot.
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Unless you're talking about the stubs that seperate the humans from the ground, feet has no meaning in the tremulous realm. Try using 'units' or perhaps 'the length of a dragoon' if you want to be accurate.
Building a new turret in a similar position to the old one is not a problem as it allows you to do it. It's when you try building a node where a turret is that you get an idea of the trouble 'marked decon' can cause.
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Unless you're talking about the stubs that seperate the humans from the ground, feet has no meaning in the tremulous realm. Try using 'units' or perhaps 'the length of a dragoon' if you want to be accurate.
Building a new turret in a similar position to the old one is not a problem as it allows you to do it. It's when you try building a node where a turret is that you get an idea of the trouble 'marked decon' can cause.
1) that's a known bug that will be fixed by the time 1.2 is out
2) would you prefer markdecon before my patch to allow moving a base around?
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I don't know why you want a tutorial modes. Let's just disable that, and disallow n00bs to join public servers. It is possible. Everyone must walk through a single-player training session, where the most important stuff is explained and tought, especially building and deconning. Once that is done, the client sets something like cg_me_r_pro to 1. And tells you how to set it manually in case you've lost your cfgs, or consider yourself a pro. What about that?
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1) that's a known bug that will be fixed by the time 1.2 is out
That's good. I'd like to see what the final result is like. I have worries about the way in which marked buildings disappear when the new building overlaps them. Though this helps in one way it can cause trouble in others. Given that the system is at least in part intended to help prevent deconners from doing their dastardly deed, how does the system handle an armoury being built over the only two nodes (which have been marked for decon)? Does the system not allow the last node to be deconned unless it will be replaced by another? Does it do anything to punish those who decon all but 1 node (which is almost as bad as having no nodes when large queues are concerned)? Can the armoury be replaced by a repeater? Questions like that I'd like to find answers to ^^.
2) would you prefer markdecon before my patch to allow moving a base around?
I thought it already allowed this. Can you clarfiy what you mean by "moving a base around".
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As for deconning and bad building, you could also make it such that you only allow known players (lvl 1) to build, and that unknown players (lvl 0) have !denybuild automatically.
This ofcourse only works when servers are maintained like the wrath server for example, where every regular player has lvl 1.
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Their wont be a s4 live with it ! Even though i want it . :)
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mark deconstruct
nuff said
But that doesn't prevent a griefer from marking it, and building it half-way around the map from the humans' base.
easy enough.
when marked the screen displays:
"Reactor marked for deconstruction by <name>" right in the center of the screen.
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mark deconstruct
nuff said
But that doesn't prevent a griefer from marking it, and building it half-way around the map from the humans' base.
easy enough.
when marked the screen displays:
"Reactor marked for deconstruction by <name>" right in the center of the screen.
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
<half the server drops>
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well the first few messages can stay, then if it goes further than that (in a short space of time), display
<name> is amusing himself with the Reactor
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mark deconstruct
nuff said
But that doesn't prevent a griefer from marking it, and building it half-way around the map from the humans' base.
easy enough.
when marked the screen displays:
"Reactor marked for deconstruction by <name>" right in the center of the screen.
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
Reactor marked for deconstruction by <name>
Reactor unmarked by <name>
<half the server drops>
<name> Denybuild by console after the 3rd time.
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I prefer my solution. It's similar but I included a mention of time-period and didn't make the result permanent for that match. Your suggestion is sort of like muting people for the rest of the match for flooding after they've said their fifth thing of the match (regardless of the many minutes the utterances were seperated by and that they were accidental anyway).
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I moved decon to the 'R' key, and reload to the 'E' key. Keeps that dangerous button away from my WASD. It also makes reloading easier.
nah won't work for me. I'm just too accostumed to the R button after playing CSS for so long...
that dialouge will make you feel bad... what if you are told to do it and you want to live, so you say no and get chastised and banned?
And what if you hvae to decon really quickly but is delayed by the "yes, no" dialouge.
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Solution: The dialogue pauses the game.. FOR EVERYONE. That's less disruptive!
Unless you're suggesting forcing this dialogue upon everyone, this can already be done with some cleverly placed binds.
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When someone decides to decon the OM/Reactor, it should automatically notify every person on the team and allow them to deny the person's ability to do so. The vote should stay on their screen for 10 seconds, and if more than half the team votes to deny the ability to decon, the decon should fail.
Just a nifty idea.
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But what abou8t these really quiock huried decons and moves?
The god ones,t he, sav ethe match ones?
There wouldnt be any.
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When someone decides to decon the OM/Reactor, it should automatically notify every person on the team and allow them to deny the person's ability to do so. The vote should stay on their screen for 10 seconds, and if more than half the team votes to deny the ability to decon, the decon should fail.
Just a nifty idea.
So when the rest of the team is too busy to vote, that all important move would be needlessly delayed. It could cost the team ten seconds of opportunity time. Also, if the deconning builder has to stay still during the vote, this could get him killed. If he can move during the vote, this could be abused to make a 'remote decon' similar to that in the new build system (to which I am opposed).
Ultimately, measures like this place less faith in the individual to do his part. An important part of teamwork is trusting your teammates.
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Well why not just give your team a 10 sec chance to vote no if they don't vote no the om can be deconed. No need for the the team to vote yes. This would just be implemented to stop bad builders or deconners.
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Well why not just give your team a 10 sec chance to vote no if they don't vote no the om can be deconed. No need for the the team to vote yes. This would just be implemented to stop bad builders or deconners.
That's my idea.
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really how many building patches do we need
denybuild
dont decon last spawn
autokick
designate
vote to decon
mark decon
make up mind pls ffs
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Well why not just give your team a 10 sec chance to vote no if they don't vote no the om can be deconed. No need for the the team to vote yes. This would just be implemented to stop bad builders or deconners.
That solves the first problem, but doesn't affect any of the others I stated. Also, with your proposed system, there's no chance for a speedy decon that the other system allows for when all vote yes very fast.
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It obviously wont stop those who decon to piss people off. But I think deconning rc or om need to be off a diff button or yes, a popup as I accidentally did it once and ..boy..did people want to bite me..
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Sometimes OM/RC decon timing is critical, waiting 10 seconds for a no vote, for you to explain all over again why someone shouldn't have put RC next to a door, then wait for the vote as the aliens turn s3 can be bad. :P
Marked Decon clears all this up though. No more standing next to RC, fumbling over e and then t, OhShiot! :P
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Marked Decon clears all this up though. No more standing next to RC, fumbling over e and then t, OhShiot! :P
It doesn't clear up all my problems >:(
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it sucks when you accidentally decon when you try to repair the rc...
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!denybuild is enough. Greifers will find ways to abuse ANY system, because if you lock it down too much you end up hurting the good players more than the decon would have in the first place.
Case in point is the patch preventing you from deconning the last spawn. It's obnoxious, especially on ATCS as human, instead of deconning nodes and moving them, I have to first decon the armory or turrets to make room for a 2nd node, then decon the node I wanted to move, build it where I need it, then decon the other one. I've had this happen multiple times, as it comes with one base design I use. I know markdecon would make it easier, but it too has its bad points.
On a secondary note, I would like to see a patch for markdecon that allows old-style deconning along with the new. Markdecon is usually better, but there are times when it really sucks. Perhaps a different command? /decon_now or something.
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I moved decon to the 'R' key, and reload to the 'E' key. Keeps that dangerous button away from my WASD. It also makes reloading easier.
I put E as sprint, X as decon. And I use WASD with my fingers in home row typing position. XD (I suppose I could try using WASD sort of like a left-handed cursor key pad, but IDK how that would go...)
On a secondary note, I would like to see a patch for markdecon that allows old-style deconning along with the new. Markdecon is usually better, but there are times when it really sucks. Perhaps a different command? /decon_now or something.
This, I want as well. :yes:
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After the RC was deconned, there is a 10 seconds vote for yes/no. If some part of a team voted no, the RC is being restored in the initial place and the deconned guy is being denybuilded + any of the structures deconned/destroyed by him after RC decon are restored as well.
I still prefer the default setup though.